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Delven

Delven

by NikZ

Price $9.99
Avg Players 0
Released May 27, 2025
Auto BattlerDungeon CrawlerEarly AccessExploration
Offline progress
View on Steam ↗

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Delven combines factory building with turn-based exploration and combat, letting you manage companions, craft gear, and research upgrades while your resources grow offline. The auto-battle toggle and unlimited inventory mean you can engage strategically or let progress happen passively, appealing to players who want incremental growth without constant micromanagement.

About this game

What players are saying

▲ Recommended 8 hrs
I am not a big management game fan. This game's description pulled me in with some idle, base building, and combat aspects. They have managed to put together an experience that covers all this, crafting, exploring, some combat (I haven't gotten to any 'tactical boss fights' yet), but haven't bogged down my brain with too much depth, or too many layers of individual character management. It's a great balance of activities put together with an interesting art style and some sometimes silly voice lines. I can sit here watching a stream on Twitch and not die due to real time constraints and starvation mechanics because I space out and don't touch the game for ten minutes.

I like my games around five dollars, but this one is a good value for the price (ten dollars at this time). I will get plenty of hours out of it myself, and think a casual, idle game enjoyer will find it a good buy.

Edit: I posted this last thing before going to bed. I stayed up playing four more hours before going to bed.
8 found helpful Steam ↗
▲ Recommended 9 hrs
Okay now granted I took WAY longer than I needed too to get down to the first depth mark, but it really was getting that milestone and battling that boss that shifted my thoughts from, I like this but I'm not sure how long I'll play it, to I need to get deeper and find more!

Getting that real tactical battle was great, getting a ballanced team setup, good items with specific effix's attached, and needing to plan out the fight. Its great that you get the auto-battle and speed up for the base grinding combat, but I hope there are more boss level throw downs coming my way.

As for thoughts for buyers, this is a mix of click exploring, some light idle management, RPG battles (with levels skill trees and rng loot). Its not a limitation based idler where after 5 minutes of upkeep youre out for the day, it can be played that way but you can also just keep exploring keep fighting keep gathering while those idle elements count down. It has a nice balance so far of the log in upkeep and the sit down and plan out some work.

Im hoping that in the future we'll see more merc classes, more item line automation (in this case I would like to be able to setup influences from workers to different building types to provide the line of constuction to end goal items) and more exciting combat encounters.
7 found helpful Steam ↗
▼ Not recommended 20 hrs
I thought initially I'd like it and play it often (even gave it a positive review, little did I know..), I was wrong.
I ran into a couple of bugs, but no CTD.
I'm was logging in once or twice a day for 10 minutes to give crafting orders and collect resources (usually run out anyway).
Developer seems absent. Not sure if it's another abandoned EA project.
Game is not optimized. I was lagging before I even reached a the first obstacle (swamp). Guessing it was 1/4 of the way down.

The whole time I played I was struggling to get anywhere.
It draws you in and makes it seem like a great game. But once you hit 6 hrs it becomes repetitive and tedious.
After playing this for 20 hrs, I'm bored to death. I can see how the rest of the game will go. Extremely grindy (I can't even tell you how grindy it is). I've played a lot of grindy games, but this one is king.
You completely run out of the basic resources and are forced to constantly get more and more for little gain. Mines hardly give you any ores or sandstone, you'll always be out of minerals. Also you can't just get sandstone as ore has to be present.
Nothing to do but combat or log in every 2-6 hrs to collect resources.
Combat gets boring too (always fighting the same), you barely get any resources for what you're fighting. Let alone actually get gear that you can only get thru combat.
Some gear I've never find or it's locked for farther down.

There's just too much reliance on offline progress. Especially when something takes 6 hrs to craft. Sure I can craft for less time, but you hardly get anything. I'm sure it gets worse and more and more time as you progress most likely to the point where it's going to take days to get enough resources to do something.
You will find yourself constantly out of energy leading to frustration with this game. Why does every game insist on either using energy or stamina. I don't get this mentality. It doesn't make the game any better.

A timer on everything and energy just to draw it out pointlessly. Let me play it, not having to constantly wait.
You have to craft all the buildings and constantly the digging tools. You start at the top by using 1 shovel per tile, the lower you go the more shovels you need to use per tile.
Eventually you come to a stop and can't do anything but log in every few hours later, collect, dig a little over and over. Minerals, you hardly get any and you constantly need more and more.
Different buildings in different biomes craft different things.

There's a research skill tree and 2 others for each of the classes. You only have 3 classes with limited spell slots.
Elementalist - just casts fire all the time (on auto) (oddly nothing on the research tree for fire). The other spells are useless except the mana spell. Lots of research for lightning that you'll never use.
Druid - just has 1 minion (with low hp) and only heals the first mercenary you hire. Other one kept dying.
Necromancer - 2 types of minions. Every spell costs life and mana. Expect this one to die lot.

Without minions you can't win any battles unless they are very easy ones. The farther down you go, expect to die a lot without minions since they absorb all damage. I ended up restarting since I tried with only Elementalist.

You eventually unlock auto combat. But still have to watch it unfold. You even have to research faster animations.
You unlock extra mercenaries as you progress thru the research tree. I'm at 3 and and a little farther then 1/3 down I think.

You're limited on how many people you can have. Another mechanic to slow you down. With regular stations you have to constantly wait to craft (and use energy). People craft for you, but take hours and hours, but use no energy.

You find contracts for citizens you employ in your buildings. Initially you start with 5 mins to 2 hrs crafting time. I'm at 3-6 hrs now.
You also eventually unlock multi crafting (research). All buildings next to each other craft the same thing (it's good and bad). Initially in the tutorial I didn't want to build 3 sawmills. Now I understand why. I have around 50+ now all next to each other. But can I craft on all of them, usually no due to energy again.

Have yet to find the edge of the map or how far down it goes. At this point I don't even care.

Summary:
Energy requirement for crafting.
It's just too grindy to be enjoyable. I fight in a level 30 dungeon to get 5 resources, yeah, that makes sense but only to the dev.
You grind for little gain.
Too dependent on offline progress to get things crafted and 10 minutes later you're done and ready for more offline progress over and over (this alone makes it boring n and repetitive).
Some things you have to research that you should initially have access to.
This game also needs achievements, without that, there's no point in playing it as you really have no goal to achieve.

I uninstalled it, too grindy, tedious, and boring, constantly waiting for energy or the timers.
I'll check back eventually. But since there has been no activity since July 2025 (6 months ago), I don't expect much to change.
5 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

New Setting: Hardware Cursor

80 days ago
Added a "Use hardware cursor" option in Settings > Interface. If you experience cursor lag when placing buildings or using actions like Dig/Demolish, enable this setting for a more responsive cursor. The trade-off is that the item count won't be shown on the cursor, and action cursors (pickaxe, hammer) won't animate.

Patch notes 08.06.25

373 days ago
FeaturesAuto-battle can now be started with a double click, in addition to Ctrl+Click, if "Speed Runner" is researched. "Speed Runner" is renamed to "Quick Start".When using Mana Field explicitly in auto-battle, the Elementalist will target an ally with 50% mana or less. If there is no such unit, the next skill will be used instead.Pressing 'Space' multiple times cycles through the idle workers.The Fortress description now clarifies how Chieftains work. FixesShards that were fully used are no longer visible in the shard picker.Elementalists now correctly calculate the reach distance for "Lightning Field" and will not use it if it would not hit enemies.The tracking state of quests is now correctly saved between game sessions.Enchanting: possible modifier values are now shown correctly when using a Crystal Orb."Observation Tower" description clarifies which resources are consumed by Farsight.Symbiotic Mushrooms can now be grown in Fungal dungeons.

Patch Notes 01.06.25

380 days ago
Features New companion replacement system, available when you hire from your inventory, transfers items/experience/skill trees/etc. and grants a free skill-tree refund. Offline progress now appears in the bottom message log when the game window is reactivated instead of in a popup. Holding middle-mouse button now pans the map. Hold Ctrl and click to rotate worker influence shapes. You can now choose mercenary order (required researched Tactical Advantage). Fixes Mouse buttons 4 and 5 no longer navigate to the main page. "Destroy depleted Mines" works correctly in Permafrost. Demolish no longer counts empty cells during the tutorial quest. Aadibrosse and Stregon tooltips now show the correct biomes. Quality of Life Press a recipe's keyboard shortcut twice to clear the selection. Wooden supports are now shown under Aadibrosse trees in Soil. Added documentation explaining Scaffolding resource returns.

Posts come from Steam's official announcements feed.

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